iSylver wrote:Technically it should be 100/100 however it would create Myth of Clones so it may be better to be 110/90 in either ratio I need to double check Knuckles ratio and spear and work out a suitable mid point between the two.

Isn't the difference between Spear/Axe different to the difference between Bow/Knuckle?

If it is, that should be changed one way or the other before you tinker with Sword.

iSylver wrote:Technically it should be 100/100 however it would create Myth of Clones so it may be better to be 110/90 in either ratio I need to double check Knuckles ratio and spear and work out a suitable mid point between the two.

Isn't the difference between Spear/Axe different to the difference between Bow/Knuckle?

If it is, that should be changed one way or the other before you tinker with Sword.

I agree, I'd like to see a list of all the HSoma ratios before any changes are to be made.

Theorically Spear and Axe are STR weapons, Bow and Knuckle DEX weapons and sword an all-rounder. On the Soma board game that Elundra and me are making Sword is actually an INT weapon with INT requirments(int is damage there but let's keep that aside). Is it possible at all to make Sword give INT (20% or something) so that is can be a true all-rounder? Quite a bit would change and auras would need to be changed but Im curious to see what people think.

2013-02-02 - All weapons/armour/access have had 20% added onto there requirements to space out the game further - Made conti spells have higher requirements and also tweaked fire storm and chain lightning to be stronger than frost wind - Added a go between mob for Lich Lord and nightmare - Created a new nightmare set skin for both genders. - Added nightmare boots to the game new mob drops these and gender specific nightmare hats - Stopped abyss guard from spawning

2013-01-12 - Added 2 new pit bosses with soul drops eventually need to add one for each map

2013-01-07 - Removed Auction NPCs. The Auction needs a lot of work to get into a decent state. Not worth putting in the time to do so until a later time such as a patch when the server is already up and running.

2012-12-23 - Client extension created. - Different item name colours for hardened, rare, epic, and intense. - Currently only on Inventory window and items on ground. - Screenshots saved as PNG into a Screenshots folder.

2012-12-22 - Created new dsoma guard skin and changed all current dsoma guards to it. - Skin added to client install on server

2012-12-20 - Created new hsoma guard skin and changed all current hsoma guards to it. - Skin added to client install on server

2012-12-18 - Modified client to add the value of the weapon speed to item tooltips. It now looks like this "Speed : A (800)" with the exact speed value within the brackets.

2012-12-17 - Added two new AI types. - Class specific: This ai will attack the opposing class for example we can have a monster that only attacks hsoma (perfect if we had a shared map). The value for monster sTypeAI is 4. - NPC specific: This ai type attacks only aggressive npcs (perfect to prevent mob luring into town). The value for monster sTypeAI is 5. - If a NPC with this AI type hits another NPC then it will prevent that NPC from dropping money or items.

2012-12-09 - Tweaked hero values to a more acceptable range. - Updated toe/keen eye/Swift Spirit/Eva rate in tb_upgrade. - Changes auras such as Dodge to 8% and tweaked other auras such as speed up axe to be slower. - Updated all F speed weapons to be at least E. - sDur column in BasicItem can now act as stack limit for non-equipment items. - Demon Water, Heaven Water, Forest Water, Demon Water, White serum, and Blue serum changed to maximum of 10 in a stack. - Tweaked res scrolls to use one slot per scroll.

2012-12-08 - Added isDemon column to BASICITEM table. - New Lua scripts and functions for loading the isDemon flag for items and checking if item is demon. - Removed all tag weapons from basicitem and monsterset references (exlcuding m tags)

Looking very good guys not sure about the nerfs to eva but i guess we will have to see how it works out ingame, I would have left hero boots as is but I coul live with 5% however imo defo should not have touched dodge aura

I like the changes to dP's and keen Eyes however keens are easyer to make than dps and with the eva being more ballanced on the server maybe the recipe for Nawhans should be made easyer??

also for the release I strongly believe th epot delay should be altered as imo it spoils the gvw

Joshy wrote:This may be the wrong place to post this but since its where you are advertising the changes made/to be made I thought I'd give this ago here...

Now this may have been discussed elsewhere, but I may have skimmed past it and not noticed...

Now my questions are, what are being changed regarding auras and magics?

What I mean is with basic auras (1-4) are the skins going to be alterd at all? And what minor changes to the effect they have are being put in place I.e dodge being nurfed to a lower eva percentage etc.

Also what are your future plans for 5th 6th maybe 7th aura etc... I know there are already these auras in place on certain databases, but what are you going to use and or change?

And the same with magic. What skins are going to be alterd or are you planning to keep them the same?

Is there going to be any new spells for us to look forward to discovering and new magic auras, for example the idea of a 4th aura where some kind of evasion is put in place for those uber mages that want to pvp against a lot stronger warriors.

Would be nice to have a rough idea on your plans for this dan or fin...

Any ideas on these kind of changes would be good if this has not been greatly thought out...

Also if this is in the wrong place please do let me know...

Levelable spells/auras have been discussed in the past.

We thought about adding 20% to auras requirments same as armors but decided not to to leave space for new ones.

So far 2 spells have been changed, the black and white aoe are now stronger than Frost Wind (as seen in the notes).

So far that's it for spells and auara's i think.

Also on a side note everyone seems to want EVA for mages. I'm against it, it doesn't add enough for them and it's simply boring. Of course the more ideas we get for these types of things the better we can pick or adapt.

I hope this answers your question.

As an avid mage for staff to e actualy used whn poeple strt eaching skill cap more auras need to be added and imo an eva aura whould work nicely

iSylver wrote:Technically it should be 100/100 however it would create Myth of Clones so it may be better to be 110/90 in either ratio I need to double check Knuckles ratio and spear and work out a suitable mid point between the two.

iSylver wrote:Technically it should be 100/100 however it would create Myth of Clones so it may be better to be 110/90 in either ratio I need to double check Knuckles ratio and spear and work out a suitable mid point between the two.

Isn't the difference between Spear/Axe different to the difference between Bow/Knuckle?

If it is, that should be changed one way or the other before you tinker with Sword.

I agree, I'd like to see a list of all the HSoma ratios before any changes are to be made.

Theorically Spear and Axe are STR weapons, Bow and Knuckle DEX weapons and sword an all-rounder. On the Soma board game that Elundra and me are making Sword is actually an INT weapon with INT requirments(int is damage there but let's keep that aside). Is it possible at all to make Sword give INT (20% or something) so that is can be a true all-rounder? Quite a bit would change and auras would need to be changed but Im curious to see what people think.